ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.6 by pippijn, Thu Sep 7 09:37:12 2006 UTC vs.
Revision 1.51 by root, Sat May 12 18:23:51 2007 UTC

1/* 1/*
2 * static char *rcsid_living_c =
3 * "$Id: living.C,v 1.6 2006/09/07 09:37:12 pippijn Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h> 26#include <funcpoint.h>
31 27
32/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 29 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 31 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 32#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 33
38static const int con_bonus[MAX_STAT + 1]={ 34static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 36 22, 25, 30, 40, 50
41}; 37};
42 38
43/* changed the name of this to "sp_bonus" from "int_bonus" 39/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 40 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 41 * advancement. -b.t.
46 */ 42 */
47static const int sp_bonus[MAX_STAT + 1]={ 43static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 45 30, 40, 50, 70, 100
50}; 46};
51 47
52static const int grace_bonus[MAX_STAT +1] = { 48static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 49 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 50 30, 40, 50, 70, 100
55}; 51};
56 52
57/* 0.92.7 Changed way charisma works. Values now 53/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 54 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 66 * it is 1-diff
71 */ 67 */
72 68
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 69const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 70 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 71 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 72 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 73 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 74 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 75 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 76};
81 77
82const int dex_bonus[MAX_STAT + 1]={ 78const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 79 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 80};
85 81
86/* speed_bonus uses dex as its stat */ 82/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 83const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 84 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 85 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 86 1.6, 1.8, 2.0, 2.5, 3.0
91}; 87};
92 88
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 89/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 90 * strength.
95 */ 91 */
96const int dam_bonus[MAX_STAT + 1]={ 92const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 93 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 94};
99 95
100const int thaco_bonus[MAX_STAT + 1]={ 96const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 97 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 98};
103 99
104/* Max you can carry before you start getting extra speed penalties */ 100/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 101const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 102 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 103 301, 326, 352, 400, 450, 500, 600, 1000
108}; 104};
109 105
110/* weight_limit - the absolute most a character can carry - a character can't 106/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 107 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 108 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 109 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 110 * before, you need to start someplace.
115 */ 111 */
116 112
117const uint32 weight_limit[MAX_STAT+ 1] = { 113const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 114 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 115 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 116 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 121};
126 122
127const int learn_spell[MAX_STAT + 1]={ 123const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 125 100, 100, 100, 100, 100, 100
130}; 126};
131 127
132const int cleric_chance[MAX_STAT + 1]={ 128const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 129 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 130};
135 131
136const int turn_bonus[MAX_STAT + 1]={ 132const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 133 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 134};
139 135
140const int fear_bonus[MAX_STAT + 1]={ 136const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 137 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 138};
143 139
144/* 140/*
145 Since this is nowhere defined ... 141 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 142 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 157 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 158 * if more levels are desired, this should be fixed.
163 * -b.t. 159 * -b.t.
164 */ 160 */
165 161
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 163
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 164extern sint64 *levels;
172#endif
173 165
174#define MAX_SAVE_LEVEL 110 166#define MAX_SAVE_LEVEL 110
167
175/* This no longer needs to be changed anytime the number of 168/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 169 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 170 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 171 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 172 * and instead did_make_save should be used instead.
180 */ 173 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 174static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 175 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 176 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 177 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 178 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 179 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 180 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 181 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 182};
190 183
191const char *const attacks[NROFATTACKS] = { 184const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 185 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 186 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 187 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 188 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 189 "life stealing"
197}; 190};
198 191
199static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 194 "You're feeling clumsy!",
202 "You feel less healthy", 195 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
204 "Your face gets distorted!", 199 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 200};
208const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 202 "You feel your strength return.",
210 "You feel your agility return.", 203 "You feel your agility return.",
211 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
212 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
213 "You feel your charisma return.", 208 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 209};
217const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 211 "You feel stronger.",
219 "You feel more agile.", 212 "You feel more agile.",
220 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
221 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
222 "You seem to look better.", 217 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 218};
226const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 220 "You feel weaker!",
228 "You feel clumsy!", 221 "You feel clumsy!",
229 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
230 "You lose some of your memory!", 224 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 225 "You feel less potent!",
226 "You look ugly!",
234}; 227};
235 228
236const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 231};
239 232
240const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 235};
243
244/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW).
247 */
248
249void
250set_attr_value(living *stats,int attr,sint8 value) {
251 switch(attr) {
252 case STR:
253 stats->Str=value;
254 break;
255 case DEX:
256 stats->Dex=value;
257 break;
258 case CON:
259 stats->Con=value;
260 break;
261 case WIS:
262 stats->Wis=value;
263 break;
264 case POW:
265 stats->Pow=value;
266 break;
267 case CHA:
268 stats->Cha=value;
269 break;
270 case INT:
271 stats->Int=value;
272 break;
273 }
274}
275 236
276/* 237/*
277 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 239 * is added to the specified stat.
279 */ 240 */
280
281void 241void
282change_attr_value(living *stats,int attr,sint8 value) { 242change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 243{
284 switch(attr) { 244 stats->stat (attr) += value;
285 case STR: 245}
286 stats->Str+=value; 246
287 break; 247sint8 &
288 case DEX: 248living::stat (int index)
289 stats->Dex+=value; 249{
290 break; 250 switch (index)
291 case CON: 251 {
292 stats->Con+=value; 252 case STR: return Str;
293 break; 253 case DEX: return Dex;
294 case WIS: 254 case CON: return Con;
295 stats->Wis+=value; 255 case INT: return Int;
296 break; 256 case WIS: return Wis;
297 case POW: 257 case POW: return Pow;
298 stats->Pow+=value; 258 case CHA: return Cha;
299 break;
300 case CHA:
301 stats->Cha+=value;
302 break;
303 case INT:
304 stats->Int+=value;
305 break;
306 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 } 259 }
309}
310 260
311/* 261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
312 * returns the specified stat. See also set_attr_value(). 262 static sint8 dummy;
313 */ 263 return dummy;
264}
314 265
315sint8 266sint8
316get_attr_value(const living *stats,int attr) { 267living::stat (int index) const
317 switch(attr) { 268{
318 case STR: 269 switch (index)
319 return(stats->Str); 270 {
320 case DEX: 271 case STR: return Str;
321 return(stats->Dex); 272 case DEX: return Dex;
322 case CON: 273 case CON: return Con;
323 return(stats->Con); 274 case INT: return Int;
324 case WIS: 275 case WIS: return Wis;
325 return(stats->Wis); 276 case POW: return Pow;
326 case CHA: 277 case CHA: return Cha;
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 } 278 }
279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
333 return 0; 282 return dummy;
334} 283}
335 284
336/* 285/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 286 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 287 * 1-30 stat limit.
339 */ 288 */
340 289void
341void check_stat_bounds(living *stats) { 290check_stat_bounds (living *stats)
342 int i,v; 291{
343 for(i=0;i<NUM_STATS;i++) 292 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 293 {
345 set_attr_value(stats,i,MAX_STAT); 294 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 295 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 296 }
348} 297}
349 298
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 299#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 300
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 301/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 304 */
356#define DIFF_MSG(flag, msg1, msg2) \ 305#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 306 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 307
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 308/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
309
360/* flag is set to 1 if we are applying the object, -1 if we are removing 310/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 311 * the object.
362 * It is the calling functions responsibilty to check to see if the object 312 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 313 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 314 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 315 * displayed - update_stats should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object 316 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 317 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 318 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 319 * that gives them that ability.
370 */ 320 */
321int
371int change_abil(object *op, object *tmp) { 322change_abil (object *op, object *tmp)
323{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 324 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
373 object refop;
374 char message[MAX_BUF]; 325 char message[MAX_BUF];
375 int potion_max=0; 326 int potion_max = 0;
376 327
377 /* remember what object was like before it was changed. note that 328 /* remember what object was like before it was changed. note that
378 * refop is a local copy of op only to be used for detecting changes 329 * refop is a local copy of op only to be used for detecting changes
379 * found by fix_player. refop is not a real object 330 * found by update_stats. refop is not a real object
380 */ 331 */
381 memcpy(&refop, op, sizeof(object)); 332 object_copy refop = *op;
382 333
383 if(op->type==PLAYER) { 334 if (op->type == PLAYER)
335 {
384 if (tmp->type==POTION) { 336 if (tmp->type == POTION)
337 {
385 potion_max=1; 338 potion_max = 1;
386 for(j=0;j<NUM_STATS;j++) { 339 for (int j = 0; j < NUM_STATS; j++)
387 int nstat, ostat; 340 {
388
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 341 int ostat = op->contr->orig_stats.stat (j);
390 i = get_attr_value(&(tmp->stats),j); 342 int i = tmp->stats.stat (j);
391 343
392 /* nstat is what the stat will be after use of the potion */ 344 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 345 int nstat = flag * i + ostat;
394 346
395 /* Do some bounds checking. While I don't think any 347 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 348 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 349 * that adjust that stat by more than one point, so we need
398 * to allow for that. 350 * to allow for that.
399 */ 351 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 352 if (nstat < 1 && i * flag < 0)
353 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 354 else if (nstat > 20 + op->arch->clone.stats.stat (j))
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 355 nstat = 20 + op->arch->clone.stats.stat (j);
356
357 if (nstat != ostat)
358 {
359 op->contr->orig_stats.stat (j) = nstat;
360 potion_max = 0;
403 } 361 }
404 if (nstat != ostat) { 362 else if (i)
405 set_attr_value(&(op->contr->orig_stats), j, nstat);
406 potion_max=0;
407 } 363 {
408 else if (i) {
409 /* potion is useless - player has already hit the natural maximum */ 364 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 365 potion_max = 1;
411 } 366 }
412 } 367 }
368
413 /* This section of code ups the characters normal stats also. I am not 369 /* This section of code ups the characters normal stats also. I am not
414 * sure if this is strictly necessary, being that fix_player probably 370 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 371 * recalculates this anyway.
416 */ 372 */
417 for(j=0;j<NUM_STATS;j++) 373 for (int j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 374 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
375
419 check_stat_bounds(&(op->stats)); 376 check_stat_bounds (&op->stats);
420 } /* end of potion handling code */ 377 } /* end of potion handling code */
421 } 378 }
422 379
423 /* reset attributes that fix_player doesn't reset since it doesn't search 380 /* reset attributes that update_stats doesn't reset since it doesn't search
424 * everything to set 381 * everything to set
425 */ 382 */
426 if(flag == -1) { 383 if (flag == -1)
384 {
427 op->attacktype&=~tmp->attacktype; 385 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 386 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 387 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 388 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 389 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 390 * and not the other move_ fields.
433 */ 391 */
434 op->move_type &= ~tmp->move_type; 392 op->move_type &= ~tmp->move_type;
435 } 393 }
436 394
437 /* call fix_player since op object could have whatever attribute due 395 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 396 * to multiple items. if update_stats always has to be called after
439 * change_ability then might as well call it from here 397 * change_ability then might as well call it from here
440 */ 398 */
441 fix_player(op); 399 op->update_stats ();
442 400
443 /* Fix player won't add the bows ability to the player, so don't 401 /* update_stats won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 402 * print out message if this is a bow.
445 */ 403 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 404 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
405 {
447 success=1; 406 success = 1;
448 DIFF_MSG(flag, "Your hands begin to glow red.", 407 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
449 "Your hands stop glowing red.");
450 } 408 }
409
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 410 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
411 {
452 success=1; 412 success = 1;
453 DIFF_MSG(flag, "You feel very protected.", 413 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
454 "You don't feel protected anymore.");
455 } 414 }
415
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 416 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
417 {
457 success=1; 418 success = 1;
458 DIFF_MSG(flag, "A magic force shimmers around you.", 419 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
459 "The magic force fades away.");
460 } 420 }
421
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 422 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
423 {
462 success=1; 424 success = 1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 425 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
464 "Suddenly you feel less safe, somehow.");
465 } 426 }
427
466 /* movement type has changed. We don't care about cases where 428 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 429 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 430 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 431 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 432 * from fly high)
471 */ 433 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 434 if (tmp->move_type && op->move_type != refop.move_type)
435 {
473 success=1; 436 success = 1;
474 437
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 438 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 439 * status doesn't make a difference if you are flying high
477 */ 440 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 441 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
442 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 443 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
480 } 444 }
481 445
482 if (tmp->move_type & MOVE_FLY_HIGH) { 446 if (tmp->move_type & MOVE_FLY_HIGH)
447 {
483 /* double conditional - second case covers if you have move_fly_low - 448 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 449 * in that case, you don't actually land
485 */ 450 */
486 DIFF_MSG(flag, "You soar into the air air!.", 451 DIFF_MSG (flag, "You soar into the air!",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 452 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground."));
489 } 453 }
454
490 if (tmp->move_type & MOVE_SWIM) 455 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 456 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492 457
493 /* Changing move status may mean you are affected by things you weren't before */ 458 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op); 459 check_move_on (op, op);
495 } 460 }
496 461
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 462 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 463 * originally undead may change their status
499 */ 464 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 465 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 466 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
467 {
502 success=1; 468 success = 1;
503 if(flag>0) { 469 if (flag > 0)
470 {
504 op->race = "undead"; 471 op->race = "undead";
505 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
473 }
506 } else { 474 else
475 {
507 op->race = op->arch->clone.race; 476 op->race = op->arch->clone.race;
508 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
478 }
479 }
480
481 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
482 {
483 success = 1;
484 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
485 }
486
487 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
488 {
489 success = 1;
490 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
491 }
492
493 /* blinded you can tell if more blinded since blinded player has minimal
494 * vision
495 */
496 if (QUERY_FLAG (tmp, FLAG_BLIND))
497 {
498 success = 1;
499 if (flag > 0)
500 {
501 if (QUERY_FLAG (op, FLAG_WIZ))
502 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
503 else
504 {
505 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
506 SET_FLAG (op, FLAG_BLIND);
507 if (op->type == PLAYER)
508 op->contr->do_los = 1;
509 } 509 }
510 } 510 }
511 511 else
512 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 512 {
513 success=1;
514 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
515 }
516 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
517 success=1;
518 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
519 }
520 /* blinded you can tell if more blinded since blinded player has minimal
521 * vision
522 */
523 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
524 success=1;
525 if(flag>0) {
526 if(QUERY_FLAG(op,FLAG_WIZ)) 513 if (QUERY_FLAG (op, FLAG_WIZ))
527 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 514 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
528 else { 515 else
516 {
529 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 517 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
530 SET_FLAG(op,FLAG_BLIND); 518 CLEAR_FLAG (op, FLAG_BLIND);
531 if(op->type==PLAYER) 519 if (op->type == PLAYER)
532 op->contr->do_los=1; 520 op->contr->do_los = 1;
533 } 521 }
534 } else { 522 }
523 }
524
525 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
526 {
527 success = 1;
528 if (op->type == PLAYER)
529 op->contr->do_los = 1;
530 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
531 }
532
533 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
534 {
535 success = 1;
536 if (flag > 0)
537 {
535 if(QUERY_FLAG(op,FLAG_WIZ)) 538 if (QUERY_FLAG (op, FLAG_WIZ))
536 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 539 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
537 else { 540 else
538 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 541 {
539 CLEAR_FLAG(op,FLAG_BLIND); 542 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
540 if(op->type==PLAYER) 543 if (op->type == PLAYER)
541 op->contr->do_los=1; 544 op->contr->do_los = 1;
542 } 545 }
543 } 546 }
544 } 547 else
545 548 {
546 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
547 success=1;
548 if(op->type==PLAYER)
549 op->contr->do_los=1;
550 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
551 }
552
553 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
554 success=1;
555 if(flag>0) {
556 if(QUERY_FLAG(op,FLAG_WIZ)) 549 if (QUERY_FLAG (op, FLAG_WIZ))
557 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 550 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
558 else { 551 else
552 {
559 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 553 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
560 if(op->type==PLAYER) 554 if (op->type == PLAYER)
561 op->contr->do_los=1; 555 op->contr->do_los = 1;
562 } 556 }
563 } else { 557 }
564 if(QUERY_FLAG(op,FLAG_WIZ)) 558 }
565 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 559
560 if (tmp->stats.luck)
561 {
562 success = 1;
563 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
564 }
565
566 if (tmp->stats.hp && op->type == PLAYER)
567 {
568 success = 1;
569 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
570 }
571
572 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
573 {
574 success = 1;
575 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
576 }
577
578 /* for the future when artifacts set this -b.t. */
579 if (tmp->stats.grace && op->type == PLAYER)
580 {
581 success = 1;
582 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
583 }
584
585 if (tmp->stats.food && op->type == PLAYER)
586 {
587 success = 1;
588 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
589 }
590
591 /* Messages for changed resistance */
592 for (int i = 0; i < NROFATTACKS; i++)
593 {
594 if (i == ATNR_PHYSICAL)
595 continue; /* Don't display about armour */
596
597 if (op->resist[i] != refop.resist[i])
598 {
599 success = 1;
600 if (op->resist[i] > refop.resist[i])
601 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
566 else { 602 else
567 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 603 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
568 if(op->type==PLAYER) 604
569 op->contr->do_los=1; 605 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
606 }
607 }
608
609 if (!potion_max)
610 {
611 for (int j = 0; j < NUM_STATS; j++)
612 {
613 if (int i = tmp->stats.stat (j))
614 {
615 success = 1;
616 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
570 } 617 }
571 } 618 }
572 } 619 }
573 620
574 if(tmp->stats.luck) {
575 success=1;
576 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
577 }
578
579 if(tmp->stats.hp && op->type==PLAYER) {
580 success=1;
581 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
582 "You feel much less healthy!");
583 }
584
585 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) {
586 success=1;
587 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
588 "You suddenly feel very mundane.");
589 }
590
591 /* for the future when artifacts set this -b.t. */
592 if(tmp->stats.grace && op->type==PLAYER) {
593 success=1;
594 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
595 "You suddenly feel less holy.");
596 }
597
598 if(tmp->stats.food && op->type==PLAYER) {
599 success=1;
600 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
601 "You feel your digestion speeding up.");
602 }
603
604 /* Messages for changed resistance */
605 for (i=0; i<NROFATTACKS; i++) {
606 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
607
608 if (op->resist[i] != refop.resist[i]) {
609 success=1;
610 if (op->resist[i] > refop.resist[i])
611 sprintf(message, "Your resistance to %s rises to %d%%.",
612 change_resist_msg[i], op->resist[i]);
613 else
614 sprintf(message, "Your resistance to %s drops to %d%%.",
615 change_resist_msg[i], op->resist[i]);
616
617 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message);
618 }
619 }
620
621 if(tmp->type!=EXPERIENCE && !potion_max) {
622 for (j=0; j<NUM_STATS; j++) {
623 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
624 success=1;
625 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
626 }
627 }
628 }
629 return success; 621 return success;
630} 622}
631 623
632/* 624/*
633 * Stat draining by Vick 930307 625 * Stat draining by Vick 930307
634 * (Feeling evil, I made it work as well now. -Frank 8) 626 * (Feeling evil, I made it work as well now. -Frank 8)
635 */ 627 */
636 628void
637void drain_stat(object *op) { 629object::drain_stat ()
630{
638 drain_specific_stat(op, RANDOM()%NUM_STATS); 631 drain_specific_stat (rndm (NUM_STATS));
639} 632}
640 633
634void
641void drain_specific_stat(object *op, int deplete_stats) { 635object::drain_specific_stat (int deplete_stats)
636{
642 object *tmp; 637 object *tmp;
643 archetype *at; 638 archetype *at;
644 639
645 at = find_archetype(ARCH_DEPLETION); 640 at = archetype::find (ARCH_DEPLETION);
646 if (!at) { 641 if (!at)
642 {
647 LOG(llevError, "Couldn't find archetype depletion.\n"); 643 LOG (llevError, "Couldn't find archetype depletion.\n");
648 return; 644 return;
645 }
649 } else { 646 else
647 {
650 tmp = present_arch_in_ob(at, op); 648 tmp = present_arch_in_ob (at, this);
649
651 if (!tmp) { 650 if (!tmp)
651 {
652 tmp = arch_to_object(at); 652 tmp = arch_to_object (at);
653 tmp = insert_ob_in_ob(tmp, op); 653 tmp = insert_ob_in_ob (tmp, this);
654 SET_FLAG(tmp,FLAG_APPLIED); 654 SET_FLAG (tmp, FLAG_APPLIED);
655 } 655 }
656 } 656 }
657 657
658 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 658 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
659 change_attr_value(&tmp->stats, deplete_stats, -1); 659 change_attr_value (&tmp->stats, deplete_stats, -1);
660 fix_player(op); 660 update_stats ();
661} 661}
662 662
663/* 663/*
664 * A value of 0 indicates timeout, otherwise change the luck of the object. 664 * A value of 0 indicates timeout, otherwise change the luck of the object.
665 * via an applied bad_luck object. 665 * via an applied bad_luck object.
666 */ 666 */
667 667void
668void change_luck(object *op, int value) { 668object::change_luck (int value)
669 object *tmp; 669{
670 archetype *at; 670 archetype *at = archetype::find ("luck");
671 int new_luck;
672
673 at = find_archetype("luck");
674 if (!at) 671 if (!at)
675 LOG(llevError, "Couldn't find archetype luck.\n"); 672 LOG (llevError, "Couldn't find archetype luck.\n");
676 else { 673 else
674 {
677 tmp = present_arch_in_ob(at, op); 675 object *tmp = present_arch_in_ob (at, this);
676
678 if (!tmp) { 677 if (!tmp)
678 {
679 if (!value)
680 return;
681
682 tmp = arch_to_object (at);
683 tmp = insert_ob_in_ob (tmp, this);
684 SET_FLAG (tmp, FLAG_APPLIED);
685 }
686
679 if (!value) 687 if (value)
680 return; 688 {
681 tmp = arch_to_object(at);
682 tmp = insert_ob_in_ob(tmp, op);
683 SET_FLAG(tmp,FLAG_APPLIED);
684 }
685 if (value) {
686 /* Limit the luck value of the bad luck object to +/-100. This 689 /* Limit the luck value of the bad luck object to +/-100. This
687 * (arbitrary) value prevents overflows (both in the bad luck object and 690 * (arbitrary) value prevents overflows (both in the bad luck object and
688 * in op itself). 691 * in op itself).
689 */ 692 */
690 new_luck = tmp->stats.luck+value; 693 int new_luck = tmp->stats.luck + value;
694
691 if (new_luck >= -100 && new_luck <= 100) { 695 if (new_luck >= -100 && new_luck <= 100)
696 {
692 op->stats.luck+=value; 697 stats.luck += value;
693 tmp->stats.luck = new_luck; 698 tmp->stats.luck = new_luck;
699 }
694 } 700 }
695 } else { 701 else
702 {
696 if (!tmp->stats.luck) { 703 if (!tmp->stats.luck)
697 return; 704 return;
698 } 705
699 /* Randomly change the players luck. Basically, we move it 706 /* Randomly change the players luck. Basically, we move it
700 * back neutral (if greater>0, subtract, otherwise add) 707 * back neutral (if greater>0, subtract, otherwise add)
701 */ 708 */
702 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 709 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
710 {
703 int diff = tmp->stats.luck>0?-1:1; 711 int diff = tmp->stats.luck > 0 ? -1 : 1;
712
704 op->stats.luck += diff; 713 stats.luck += diff;
705 tmp->stats.luck += diff; 714 tmp->stats.luck += diff;
715 }
706 } 716 }
707 }
708 } 717 }
709} 718}
710 719
711/* 720/*
712 * Subtracts stat-bonuses given by the class which the player has chosen. 721 * Subtracts stat-bonuses given by the class which the player has chosen.
713 */ 722 */
714 723void
715void remove_statbonus(object *op) { 724object::remove_statbonus ()
716 op->stats.Str -= op->arch->clone.stats.Str; 725{
717 op->stats.Dex -= op->arch->clone.stats.Dex; 726 for (int i = 0; i < NUM_STATS; ++i)
718 op->stats.Con -= op->arch->clone.stats.Con; 727 {
719 op->stats.Wis -= op->arch->clone.stats.Wis; 728 sint8 v = arch->clone.stats.stat (i);
720 op->stats.Pow -= op->arch->clone.stats.Pow; 729 stats.stat (i) -= v;
721 op->stats.Cha -= op->arch->clone.stats.Cha; 730 contr->orig_stats.stat (i) -= v;
722 op->stats.Int -= op->arch->clone.stats.Int; 731 }
723 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
724 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
725 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
726 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
727 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
728 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
729 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
730} 732}
731 733
732/* 734/*
733 * Adds stat-bonuses given by the class which the player has chosen. 735 * Adds stat-bonuses given by the class which the player has chosen.
734 */ 736 */
735 737void
736void add_statbonus(object *op) { 738object::add_statbonus ()
737 op->stats.Str += op->arch->clone.stats.Str; 739{
738 op->stats.Dex += op->arch->clone.stats.Dex; 740 for (int i = 0; i < NUM_STATS; ++i)
739 op->stats.Con += op->arch->clone.stats.Con; 741 {
740 op->stats.Wis += op->arch->clone.stats.Wis; 742 sint8 v = arch->clone.stats.stat (i);
741 op->stats.Pow += op->arch->clone.stats.Pow; 743 stats.stat (i) += v;
742 op->stats.Cha += op->arch->clone.stats.Cha; 744 contr->orig_stats.stat (i) += v;
743 op->stats.Int += op->arch->clone.stats.Int; 745 }
744 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
745 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
746 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
747 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
748 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
749 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
750 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
751} 746}
752 747
753/* 748/*
754 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
755 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
756 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
757 * This functions starts from base values (archetype or player object) 752 * This functions starts from base values (archetype or player object)
758 * and then adjusts them according to what the player has equipped. 753 * and then adjusts them according to what the player has equipped.
759 */ 754 *
760/* July 95 - inserted stuff to handle new skills/exp system - b.t. 755 * July 95 - inserted stuff to handle new skills/exp system - b.t.
761 spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
762 */ 757 */
763 758void
764void fix_player(object *op) { 759object::update_stats ()
760{
765 int i,j; 761 int i, j;
766 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 762 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
767 int weapon_weight=0,weapon_speed=0; 763 int weapon_weight = 0, weapon_speed = 0;
768 int best_wc=0, best_ac=0, wc=0, ac=0; 764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
769 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
770 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 766 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
767 float old_speed = speed;
771 768
772 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
773 if(op->type==PLAYER) { 770 if (type == PLAYER)
771 {
774 for(i=0;i<NUM_STATS;i++) { 772 for (i = 0; i < NUM_STATS; i++)
775 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 773 stats.stat (i) = contr->orig_stats.stat (i);
776 } 774
777 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
778 op->contr->encumbrance=0; 776 contr->encumbrance = 0;
779 777
780 op->attacktype=0; 778 attacktype = 0;
779
781 op->contr->digestion = 0; 780 contr->digestion = 0;
782 op->contr->gen_hp = 0; 781 contr->gen_hp = 0;
783 op->contr->gen_sp = 0; 782 contr->gen_sp = 0;
784 op->contr->gen_grace = 0; 783 contr->gen_grace = 0;
785 op->contr->gen_sp_armour = 10; 784 contr->gen_sp_armour = 10;
786 op->contr->item_power = 0; 785 contr->item_power = 0;
787
788 /* Don't clobber all the range_ values. range_golem otherwise
789 * gets reset for no good reason, and we don't want to reset
790 * range_magic (what spell is readied). These three below
791 * well get filled in based on what the player has equipped.
792 */
793 op->contr->ranges[range_bow] = NULL;
794 op->contr->ranges[range_misc] = NULL;
795 op->contr->ranges[range_skill] = NULL;
796 } 786 }
797 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
798 787
788 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info;
790
799 op->slaying = 0; 791 slaying = 0;
800 792
801 if(!QUERY_FLAG(op,FLAG_WIZ)) { 793 if (!QUERY_FLAG (this, FLAG_WIZ))
794 {
802 CLEAR_FLAG(op, FLAG_XRAYS); 795 CLEAR_FLAG (this, FLAG_XRAYS);
803 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 796 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
804 } 797 }
805 798
806 CLEAR_FLAG(op,FLAG_LIFESAVE); 799 CLEAR_FLAG (this, FLAG_LIFESAVE);
807 CLEAR_FLAG(op,FLAG_STEALTH); 800 CLEAR_FLAG (this, FLAG_STEALTH);
808 CLEAR_FLAG(op,FLAG_BLIND); 801 CLEAR_FLAG (this, FLAG_BLIND);
809 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
810 CLEAR_FLAG(op,FLAG_REFL_SPELL);
811 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
812 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
813 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
814 CLEAR_FLAG(op,FLAG_UNDEAD);
815 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
816 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
817 802
803 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
804 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
805 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
806 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
807
818 op->path_attuned=op->arch->clone.path_attuned; 808 path_attuned = arch->clone.path_attuned;
819 op->path_repelled=op->arch->clone.path_repelled; 809 path_repelled = arch->clone.path_repelled;
820 op->path_denied=op->arch->clone.path_denied; 810 path_denied = arch->clone.path_denied;
821 op->glow_radius=op->arch->clone.glow_radius; 811 glow_radius = arch->clone.glow_radius;
822 op->move_type = op->arch->clone.move_type; 812 move_type = arch->clone.move_type;
813
823 op->chosen_skill = NULL; 814 chosen_skill = 0;
824 815
825 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
826 * archetype clone 817 * archetype clone
827 */ 818 */
828 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 819 memcpy (&resist, &arch->clone.resist, sizeof (resist));
829 820
830 for (i=0;i<NROFATTACKS;i++) { 821 for (i = 0; i < NROFATTACKS; i++)
822 {
831 if (op->resist[i] > 0) 823 if (resist[i] > 0)
832 prot[i]= op->resist[i], vuln[i]=0; 824 prot[i] = resist[i], vuln[i] = 0;
833 else 825 else
834 vuln[i]= -(op->resist[i]), prot[i]=0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
827
835 potion_resist[i]=0; 828 potion_resist[i] = 0;
836 } 829 }
837 830
838 wc=op->arch->clone.stats.wc; 831 wc = arch->clone.stats.wc;
839 op->stats.dam=op->arch->clone.stats.dam; 832 stats.dam = arch->clone.stats.dam;
840 833
841 /* for players which cannot use armour, they gain AC -1 per 3 levels, 834 /* for players which cannot use armour, they gain AC -1 per 3 levels,
842 * plus a small amount of physical resist, those poor suckers. ;) 835 * plus a small amount of physical resist, those poor suckers. ;)
843 * the fact that maxlevel is factored in could be considered sort of bogus - 836 * the fact that maxlevel is factored in could be considered sort of bogus -
844 * we should probably give them some bonus and cap it off - otherwise, 837 * we should probably give them some bonus and cap it off - otherwise,
845 * basically, if a server updates its max level, these playes may find 838 * basically, if a server updates its max level, these playes may find
846 * that their protection from physical goes down 839 * that their protection from physical goes down
847 */ 840 */
848 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
842 {
849 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 843 ac = MAX (-10, arch->clone.stats.ac - level / 3);
850 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
851 } 845 }
852 else 846 else
853 ac=op->arch->clone.stats.ac; 847 ac = arch->clone.stats.ac;
854 848
855 op->stats.luck=op->arch->clone.stats.luck; 849 stats.luck = arch->clone.stats.luck;
856 op->speed = op->arch->clone.speed; 850 speed = arch->clone.speed;
857 851
858 /* OK - we've reset most all the objects attributes to sane values. 852 /* OK - we've reset most all the objects attributes to sane values.
859 * now go through and make adjustments for what the player has equipped. 853 * now go through and make adjustments for what the player has equipped.
860 */ 854 */
861
862 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 855 for (tmp = inv; tmp; tmp = tmp->below)
856 {
863 /* See note in map.c:update_position about making this additive 857 /* See note in map.c:update_position about making this additive
864 * since light sources are never applied, need to put check here. 858 * since light sources are never applied, need to put check here.
865 */ 859 */
866 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; 860 if (tmp->glow_radius > glow_radius)
861 glow_radius = tmp->glow_radius;
867 862
868 /* This happens because apply_potion calls change_abil with the potion 863 /* This happens because apply_potion calls change_abil with the potion
869 * applied so we can tell the player what chagned. But change_abil 864 * applied so we can tell the player what changed. But change_abil
870 * then calls this function. 865 * then calls this function.
871 */ 866 */
872 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 867 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
873 continue; 868 continue;
874 }
875 869
876 /* For some things, we don't care what is equipped */ 870 /* For some things, we don't care what is equipped */
877 if (tmp->type == SKILL) { 871 if (tmp->type == SKILL)
872 {
878 /* Want to take the highest skill here. */ 873 /* Want to take the highest skill here. */
879 if (IS_MANA_SKILL(tmp->subtype)) { 874 if (IS_MANA_SKILL (tmp->subtype))
875 {
880 if (!mana_obj) mana_obj=tmp; 876 if (!mana_obj)
877 mana_obj = tmp;
881 else if (tmp->level > mana_obj->level) mana_obj = tmp; 878 else if (tmp->level > mana_obj->level)
879 mana_obj = tmp;
882 } 880 }
881
883 if (IS_GRACE_SKILL(tmp->subtype)) { 882 if (IS_GRACE_SKILL (tmp->subtype))
883 {
884 if (!grace_obj) grace_obj=tmp; 884 if (!grace_obj)
885 grace_obj = tmp;
885 else if (tmp->level > grace_obj->level) grace_obj = tmp; 886 else if (tmp->level > grace_obj->level)
887 grace_obj = tmp;
886 } 888 }
887 } 889 }
888 890
889 /* Container objects are not meant to adjust a players, but other applied 891 /* Container objects are not meant to adjust a players, but other applied
890 * objects need to make adjustments. 892 * objects need to make adjustments.
891 * This block should handle all player specific changes 893 * This block should handle all player specific changes
892 * The check for Praying is a bit of a hack - god given bonuses are put 894 * The check for Praying is a bit of a hack - god given bonuses are put
893 * in the praying skill, and the player should always get those. 895 * in the praying skill, and the player should always get those.
894 * It also means we need to put in additional checks for applied below, 896 * It also means we need to put in additional checks for applied below,
895 * because the skill shouldn't count against body positions being used 897 * because the skill shouldn't count against body positions being used
896 * up, etc. 898 * up, etc.
897 */ 899 */
898 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 900 if ((tmp->flag [FLAG_APPLIED]
901 && tmp->type != CONTAINER
902 && tmp->type != CLOSE_CON)
903 || (tmp->type == SKILL
899 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 904 && tmp->subtype == SK_PRAYING))
905 {
900 if(op->type==PLAYER) { 906 if (type == PLAYER)
901 if (tmp->type == BOW) 907 {
902 op->contr->ranges[range_bow] = tmp; 908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
909 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
910 continue;
903 911
904 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
905 op->contr->ranges[range_misc] = tmp;
906
907 for(i=0;i<NUM_STATS;i++) 912 for (i = 0; i < NUM_STATS; i++)
908 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 913 change_attr_value (&stats, i, tmp->stats.stat (i));
909 914
910 /* these are the items that currently can change digestion, regeneration, 915 /* these are the items that currently can change digestion, regeneration,
911 * spell point recovery and mana point recovery. Seems sort of an arbitary 916 * spell point recovery and mana point recovery. Seems sort of an arbitary
912 * list, but other items store other info into stats array. 917 * list, but other items store other info into stats array.
913 */ 918 */
914 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 919 if (tmp->type == WEAPON || tmp->type == BOW ||
915 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 920 tmp->type == ARMOUR || tmp->type == HELMET ||
916 (tmp->type == SHIELD) || (tmp->type == RING) || 921 tmp->type == SHIELD || tmp->type == RING ||
917 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 922 tmp->type == BOOTS || tmp->type == GLOVES ||
918 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 923 tmp->type == AMULET || tmp->type == GIRDLE ||
919 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 924 tmp->type == BRACERS || tmp->type == CLOAK ||
920 (tmp->type == DISEASE) || (tmp->type == FORCE) || 925 tmp->type == DISEASE || tmp->type == FORCE ||
921 (tmp->type == SKILL)) { 926 tmp->type == SKILL)
927 {
922 op->contr->digestion += tmp->stats.food; 928 contr->digestion += tmp->stats.food;
923 op->contr->gen_hp += tmp->stats.hp; 929 contr->gen_hp += tmp->stats.hp;
924 op->contr->gen_sp += tmp->stats.sp; 930 contr->gen_sp += tmp->stats.sp;
925 op->contr->gen_grace += tmp->stats.grace; 931 contr->gen_grace += tmp->stats.grace;
926 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 932 contr->gen_sp_armour += tmp->gen_sp_armour;
927 op->contr->item_power += tmp->item_power; 933 contr->item_power += tmp->item_power;
928 } 934 }
929 } /* if this is a player */ 935 } /* if this is a player */
930 936 else
931 /* Update slots used for items */ 937 {
932 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 938 if (tmp->type == WEAPON)
933 for (i=0; i<NUM_BODY_LOCATIONS; i++) 939 current_weapon = tmp;
934 op->body_used[i] += tmp->body_info[i];
935 } 940 }
936 941
942 /* Update slots used for items */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED))
944 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
945 slot[i].used += tmp->slot[i].info;
946
937 if(tmp->type==SYMPTOM) { 947 if (tmp->type == SYMPTOM)
948 {
938 speed_reduce_from_disease = tmp->last_sp / 100.0; 949 speed_reduce_from_disease = tmp->last_sp / 100.f;
939 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1; 950
951 if (speed_reduce_from_disease == 0)
952 speed_reduce_from_disease = 1;
940 } 953 }
941 954
942 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 955 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
943 * (Negative protections are calculated extactly like positive.) 956 * (Negative protections are calculated exactly like positive.)
944 * Resistance from potions are treated special as well. If there's 957 * Resistance from potions are treated special as well. If there's
945 * more than one potion-effect, the bigger prot.-value is taken. 958 * more than one potion-effect, the bigger prot.-value is taken.
946 */ 959 */
947 if (tmp->type != POTION) { 960 if (tmp->type != POTION)
961 {
948 for (i=0; i<NROFATTACKS; i++) { 962 for (i = 0; i < NROFATTACKS; i++)
963 {
949 /* Potential for cursed potions, in which case we just can use 964 /* Potential for cursed potions, in which case we just can use
950 * a straight MAX, as potion_resist is initialized to zero. 965 * a straight MAX, as potion_resist is initialised to zero.
951 */ 966 */
952 if (tmp->type==POTION_EFFECT) { 967 if (tmp->type == POTION_EFFECT)
968 {
953 if (potion_resist[i]) 969 if (potion_resist[i])
954 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 970 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
955 else 971 else
956 potion_resist[i] = tmp->resist[i]; 972 potion_resist[i] = tmp->resist[i];
957 } 973 }
958 else if (tmp->resist[i] > 0) 974 else if (tmp->resist[i] > 0)
959 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 975 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
960 else if (tmp->resist[i] < 0) 976 else if (tmp->resist[i] < 0)
961 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 977 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
962 } 978 }
963 } 979 }
964 980
965 /* There may be other things that should not adjust the attacktype */ 981 /* There may be other things that should not adjust the attacktype */
966 if (tmp->type!=BOW && tmp->type != SYMPTOM) 982 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
983 || current_weapon == tmp)
984 {
967 op->attacktype|=tmp->attacktype; 985 attacktype |= tmp->attacktype;
968
969 op->path_attuned|=tmp->path_attuned; 986 path_attuned |= tmp->path_attuned;
970 op->path_repelled|=tmp->path_repelled; 987 path_repelled |= tmp->path_repelled;
971 op->path_denied|=tmp->path_denied; 988 path_denied |= tmp->path_denied;
972 op->stats.luck+=tmp->stats.luck;
973 op->move_type |= tmp->move_type; 989 move_type |= tmp->move_type;
974 990 stats.luck += tmp->stats.luck;
975 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
976 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
977 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
978 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
979 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
980 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
981 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
982
983 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
984 SET_FLAG(op,FLAG_UNDEAD);
985
986 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
987 SET_FLAG(op,FLAG_MAKE_INVIS);
988 op->invisible=1;
989 } 991 }
990 992
991 if(tmp->stats.exp && tmp->type!=SKILL) { 993 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
992 if(tmp->stats.exp > 0) { 994 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
993 added_speed+=(float)tmp->stats.exp/3.0; 995 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
994 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 996 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
995 } else 997 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
996 added_speed+=(float)tmp->stats.exp; 998 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
999 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1000
1001 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1002 SET_FLAG (this, FLAG_UNDEAD);
1003
1004 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1005 {
1006 SET_FLAG (this, FLAG_MAKE_INVIS);
1007 invisible = 1;
997 } 1008 }
998 1009
1010 if (tmp->stats.exp && tmp->type != SKILL)
1011 {
1012 if (tmp->stats.exp > 0)
1013 {
1014 added_speed += tmp->stats.exp / 3.f;
1015 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1016 }
1017 else
1018 added_speed += tmp->stats.exp;
1019 }
1020
999 switch(tmp->type) { 1021 switch (tmp->type)
1022 {
1023#if 0
1024 case WAND:
1025 case ROD:
1026 case HORN:
1027 if (type != PLAYER || current_weapon == tmp)
1028 chosen_skill = tmp;
1029 break;
1030#endif
1031
1000 /* skills modifying the character -b.t. */ 1032 /* skills modifying the character -b.t. */
1001 /* for all skills and skill granting objects */ 1033 /* for all skills and skill granting objects */
1002 case SKILL: 1034 case SKILL:
1003 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1035 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1004
1005 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1006
1007 if (op->chosen_skill) {
1008 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1009 }
1010 op->chosen_skill = tmp;
1011 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1012 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1013 weapon_speed = (int) WEAPON_SPEED(tmp);
1014 if(weapon_speed<0) weapon_speed = 0;
1015 weapon_weight=tmp->weight;
1016 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1017 if(tmp->magic) op->stats.dam += tmp->magic;
1018 }
1019 if(tmp->stats.wc)
1020 wc-=(tmp->stats.wc+tmp->magic);
1021
1022 if (tmp->slaying!=NULL)
1023 op->slaying = tmp->slaying;
1024
1025 if(tmp->stats.ac)
1026 ac-=(tmp->stats.ac+tmp->magic);
1027 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1028 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1029 if (op->type == PLAYER)
1030 op->contr->ranges[range_skill] = op;
1031 break; 1036 break;
1032 1037
1033 case SKILL_TOOL: 1038 if (IS_COMBAT_SKILL (tmp->subtype))
1039 wc_obj = tmp;
1040
1034 if (op->chosen_skill) { 1041 if (chosen_skill)
1035 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1042 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1036 } 1043
1037 op->chosen_skill = tmp; 1044 chosen_skill = tmp;
1038 if (op->type == PLAYER)
1039 op->contr->ranges[range_skill] = op;
1040 break;
1041 1045
1042 case SHIELD:
1043 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1044 op->contr->encumbrance+=(int)tmp->weight/2000;
1045 case RING:
1046 case AMULET:
1047 case GIRDLE:
1048 case HELMET:
1049 case BOOTS:
1050 case GLOVES:
1051 case CLOAK:
1052 if(tmp->stats.wc)
1053 wc-=(tmp->stats.wc+tmp->magic);
1054 if(tmp->stats.dam) 1046 if (tmp->stats.dam > 0)
1055 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1047 { /* skill is a 'weapon' */
1056 if(tmp->stats.ac) 1048 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1057 ac-=(tmp->stats.ac+tmp->magic); 1049 weapon_speed = WEAPON_SPEED (tmp);
1058 break;
1059 1050
1060 case WEAPON: 1051 if (weapon_speed < 0)
1061 wc-=(tmp->stats.wc+tmp->magic); 1052 weapon_speed = 0;
1062 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1053
1063 ac-=tmp->stats.ac+tmp->magic;
1064 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1065 weapon_weight=tmp->weight; 1054 weapon_weight = tmp->weight;
1055 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1056
1057 if (tmp->magic)
1058 stats.dam += tmp->magic;
1059 }
1060
1061 if (tmp->stats.wc)
1062 wc -= tmp->stats.wc + tmp->magic;
1063
1064 if (tmp->slaying)
1065 slaying = tmp->slaying;
1066
1067 if (tmp->stats.ac)
1068 ac -= tmp->stats.ac + tmp->magic;
1069
1070 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1071 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1072
1073 break;
1074
1075 case SKILL_TOOL:
1076 if (chosen_skill)
1077 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1078
1079 chosen_skill = tmp;
1080 break;
1081
1082 case SHIELD:
1083 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1084 contr->encumbrance += (int) tmp->weight / 2000;
1085 case RING:
1086 case AMULET:
1087 case GIRDLE:
1088 case HELMET:
1089 case BOOTS:
1090 case GLOVES:
1091 case CLOAK:
1092 if (tmp->stats.wc)
1093 wc -= tmp->stats.wc + tmp->magic;
1094
1095 if (tmp->stats.dam)
1096 stats.dam += tmp->stats.dam + tmp->magic;
1097
1098 if (tmp->stats.ac)
1099 ac -= tmp->stats.ac + tmp->magic;
1100
1101 break;
1102
1103 case BOW:
1104 case WEAPON:
1105 if (type != PLAYER || current_weapon == tmp)
1106 {
1107 wc -= tmp->stats.wc + tmp->magic;
1108
1109 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1110 ac -= tmp->stats.ac + tmp->magic;
1111
1112 stats.dam += tmp->stats.dam + tmp->magic;
1113 weapon_weight = tmp->weight;
1066 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1114 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1115
1067 if(weapon_speed<0) weapon_speed=0; 1116 if (weapon_speed < 0)
1117 weapon_speed = 0;
1118
1068 op->slaying = tmp->slaying; 1119 slaying = tmp->slaying;
1120
1069 /* If there is desire that two handed weapons should do 1121 /* If there is desire that two handed weapons should do
1070 * extra strength damage, this is where the code should 1122 * extra strength damage, this is where the code should
1071 * go. 1123 * go.
1072 */ 1124 */
1073 op->current_weapon = tmp; 1125
1126 if (type == PLAYER)
1074 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1127 if (settings.spell_encumbrance)
1075 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1076 break;
1077
1078 case ARMOUR: /* Only the best of these three are used: */
1079 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1080 op->contr->encumbrance+=(int)tmp->weight/1000; 1128 contr->encumbrance += tmp->weight * 3 / 1000;
1081
1082 case BRACERS:
1083 case FORCE:
1084 if(tmp->stats.wc) {
1085 if(best_wc<tmp->stats.wc+tmp->magic) {
1086 wc+=best_wc;
1087 best_wc=tmp->stats.wc+tmp->magic;
1088 } else
1089 wc+=tmp->stats.wc+tmp->magic;
1090 } 1129 }
1091 if(tmp->stats.ac) { 1130
1092 if(best_ac<tmp->stats.ac+tmp->magic) {
1093 ac+=best_ac; /* Remove last bonus */
1094 best_ac=tmp->stats.ac+tmp->magic;
1095 }
1096 else /* To nullify the below effect */
1097 ac+=tmp->stats.ac+tmp->magic;
1098 }
1099 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1100 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1101 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1102 max=ARMOUR_SPEED(tmp)/10.0;
1103 break; 1131 break;
1132
1133 case ARMOUR: /* Only the best of these three are used: */
1134 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1135 contr->encumbrance += tmp->weight / 1000;
1136
1137 case BRACERS:
1138 case FORCE:
1139 if (tmp->stats.wc)
1140 {
1141 if (best_wc < tmp->stats.wc + tmp->magic)
1142 {
1143 wc += best_wc;
1144 best_wc = tmp->stats.wc + tmp->magic;
1145 }
1146 else
1147 wc += tmp->stats.wc + tmp->magic;
1148 }
1149
1150 if (tmp->stats.ac)
1151 {
1152 if (best_ac < tmp->stats.ac + tmp->magic)
1153 {
1154 ac += best_ac; /* Remove last bonus */
1155 best_ac = tmp->stats.ac + tmp->magic;
1156 }
1157 else /* To nullify the below effect */
1158 ac += tmp->stats.ac + tmp->magic;
1159 }
1160
1161 if (tmp->stats.wc)
1162 wc -= (tmp->stats.wc + tmp->magic);
1163
1164 if (tmp->stats.ac)
1165 ac -= (tmp->stats.ac + tmp->magic);
1166
1167 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1168 max = ARMOUR_SPEED (tmp) / 10.f;
1169
1170 break;
1104 } /* switch tmp->type */ 1171 } /* switch tmp->type */
1105 } /* item is equipped */ 1172 } /* item is equipped */
1106 } /* for loop of items */ 1173 } /* for loop of items */
1107 1174
1108 /* We've gone through all the objects the player has equipped. For many things, we 1175 /* We've gone through all the objects the player has equipped. For many things, we
1109 * have generated intermediate values which we now need to assign. 1176 * have generated intermediate values which we now need to assign.
1110 */ 1177 */
1111 1178
1112 /* 'total resistance = total protections - total vulnerabilities'. 1179 /* 'total resistance = total protections - total vulnerabilities'.
1113 * If there is an uncursed potion in effect, granting more protection 1180 * If there is an uncursed potion in effect, granting more protection
1114 * than that, we take: 'total resistance = resistance from potion'. 1181 * than that, we take: 'total resistance = resistance from potion'.
1115 * If there is a cursed (and no uncursed) potion in effect, we take 1182 * If there is a cursed (and no uncursed) potion in effect, we take
1116 * 'total resistance = vulnerability from cursed potion'. 1183 * 'total resistance = vulnerability from cursed potion'.
1117 */ 1184 */
1118 for (i=0; i<NROFATTACKS; i++) { 1185 for (i = 0; i < NROFATTACKS; i++)
1186 {
1119 op->resist[i] = prot[i] - vuln[i]; 1187 resist[i] = prot[i] - vuln[i];
1188
1120 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1189 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1121 (potion_resist[i] < 0)))
1122 op->resist[i] = potion_resist[i]; 1190 resist[i] = potion_resist[i];
1123 } 1191 }
1124 1192
1125 /* Figure out the players sp/mana/hp totals. */ 1193 /* Figure out the players sp/mana/hp totals. */
1126 if(op->type==PLAYER) { 1194 if (type == PLAYER)
1195 {
1127 int pl_level; 1196 int pl_level;
1128 1197
1129 check_stat_bounds(&(op->stats)); 1198 check_stat_bounds (&(stats));
1130 pl_level=op->level; 1199 pl_level = level;
1131 1200
1201 if (pl_level < 1)
1132 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1202 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1133 1203
1134 /* You basically get half a con bonus/level. But we do take into account rounding, 1204 /* You basically get half a con bonus/level. But we do take into account rounding,
1135 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1205 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1136 */ 1206 */
1137 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1207 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1208 {
1138 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1209 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1210
1139 if(i%2 && con_bonus[op->stats.Con]%2) { 1211 if (i % 2 && con_bonus[stats.Con] % 2)
1212 {
1140 if (con_bonus[op->stats.Con]>0) 1213 if (con_bonus[stats.Con] > 0)
1141 j++; 1214 j++;
1142 else 1215 else
1143 j--; 1216 j--;
1144 } 1217 }
1218
1145 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1219 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1146 } 1220 }
1147 1221
1148 for(i=11;i<=op->level;i++) 1222 for (i = 11; i <= level; i++)
1149 op->stats.maxhp+=2; 1223 stats.maxhp += 2;
1150 1224
1151 if(op->stats.hp>op->stats.maxhp) 1225 if (stats.hp > stats.maxhp)
1152 op->stats.hp=op->stats.maxhp; 1226 stats.hp = stats.maxhp;
1153 1227
1154 /* Sp gain is controlled by the level of the player's 1228 /* Sp gain is controlled by the level of the player's
1155 * relevant experience object (mana_obj, see above) 1229 * relevant experience object (mana_obj, see above)
1156 */ 1230 */
1157 /* following happen when skills system is not used */ 1231 /* following happen when skills system is not used */
1158 if(!mana_obj) mana_obj = op; 1232 if (!mana_obj)
1159 if(!grace_obj) grace_obj = op; 1233 mana_obj = this;
1234
1235 if (!grace_obj)
1236 grace_obj = this;
1237
1160 /* set maxsp */ 1238 /* set maxsp */
1161 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1239 if (!mana_obj || !mana_obj->level || type != PLAYER)
1240 mana_obj = this;
1162 1241
1163 if (mana_obj == op && op->type == PLAYER) { 1242 if (mana_obj == this && type == PLAYER)
1164 op->stats.maxsp = 1; 1243 stats.maxsp = 1;
1165 } else { 1244 else
1245 {
1166 sp_tmp=0.0; 1246 sp_tmp = 0.f;
1247
1167 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1248 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1249 {
1168 float stmp; 1250 float stmp;
1169 1251
1170 /* Got some extra bonus at first level */ 1252 /* Got some extra bonus at first level */
1171 if(i<2) { 1253 if (i < 2)
1172 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1254 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1173 (float)sp_bonus[op->stats.Int])/6.0);
1174 } else { 1255 else
1175 stmp=(float)op->contr->levsp[i] 1256 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1176 +(2.0 * (float)sp_bonus[op->stats.Pow] + 1257
1177 (float)sp_bonus[op->stats.Int])/12.0;
1178 }
1179 if (stmp<1.0) stmp=1.0; 1258 if (stmp < 1.f)
1259 stmp = 1.f;
1260
1180 sp_tmp+=stmp; 1261 sp_tmp += stmp;
1181 } 1262 }
1263
1182 op->stats.maxsp=(int)sp_tmp; 1264 stats.maxsp = (sint16)sp_tmp;
1183 1265
1184 for(i=11;i<=mana_obj->level;i++) 1266 for (i = 11; i <= mana_obj->level; i++)
1185 op->stats.maxsp+=2; 1267 stats.maxsp += 2;
1186 } 1268 }
1187 /* Characters can get their sp supercharged via rune of transferrance */ 1269 /* Characters can get their sp supercharged via rune of transferrance */
1188 if(op->stats.sp>op->stats.maxsp*2) 1270 if (stats.sp > stats.maxsp * 2)
1189 op->stats.sp=op->stats.maxsp*2; 1271 stats.sp = stats.maxsp * 2;
1190 1272
1191 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1273 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1192 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op; 1274 if (!grace_obj || !grace_obj->level || type != PLAYER)
1275 grace_obj = this;
1193 1276
1194 if (grace_obj == op && op->type == PLAYER) { 1277 if (grace_obj == this && type == PLAYER)
1195 op->stats.maxgrace = 1; 1278 stats.maxgrace = 1;
1196 } else { 1279 else
1280 {
1197 /* store grace in a float - this way, the divisions below don't create 1281 /* store grace in a float - this way, the divisions below don't create
1198 * big jumps when you go from level to level - with int's, it then 1282 * big jumps when you go from level to level - with int's, it then
1199 * becomes big jumps when the sums of the bonuses jump to the next 1283 * becomes big jumps when the sums of the bonuses jump to the next
1200 * step of 8 - with floats, even fractional ones are useful. 1284 * step of 8 - with floats, even fractional ones are useful.
1201 */ 1285 */
1202 sp_tmp=0.0; 1286 sp_tmp = 0.f;
1203 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1287 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1288 {
1204 float grace_tmp=0.0; 1289 float grace_tmp = 0.f;
1205 1290
1206 /* Got some extra bonus at first level */ 1291 /* Got some extra bonus at first level */
1207 if(i<2) { 1292 if (i < 2)
1208 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1293 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1209 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1210 } else { 1294 else
1211 grace_tmp=(float)op->contr->levgrace[i] 1295 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1212 +((float)grace_bonus[op->stats.Pow] + 1296
1213 2.0 * (float)grace_bonus[op->stats.Wis])/12.0; 1297 if (grace_tmp < 1.f)
1214 } 1298 grace_tmp = 1.f;
1215 if (grace_tmp<1.0) grace_tmp=1.0; 1299
1216 sp_tmp+=grace_tmp; 1300 sp_tmp += grace_tmp;
1217 } 1301 }
1302
1218 op->stats.maxgrace=(int)sp_tmp; 1303 stats.maxgrace = (sint16)sp_tmp;
1219 1304
1220 /* two grace points per level after 11 */ 1305 /* two grace points per level after 11 */
1221 for(i=11;i<=grace_obj->level;i++) 1306 for (i = 11; i <= grace_obj->level; i++)
1222 op->stats.maxgrace+=2; 1307 stats.maxgrace += 2;
1223 } 1308 }
1224 /* No limit on grace vs maxgrace */ 1309 /* No limit on grace vs maxgrace */
1225 1310
1226 if(op->contr->braced) { 1311 if (contr->braced)
1227 ac+=2;
1228 wc+=4;
1229 } 1312 {
1313 ac += 2;
1314 wc += 4;
1315 }
1230 else 1316 else
1231 ac-=dex_bonus[op->stats.Dex]; 1317 ac -= dex_bonus[stats.Dex];
1232 1318
1233 /* In new exp/skills system, wc bonuses are related to 1319 /* In new exp/skills system, wc bonuses are related to
1234 * the players level in a relevant exp object (wc_obj) 1320 * the players level in a relevant exp object (wc_obj)
1235 * not the general player level -b.t. 1321 * not the general player level -b.t.
1236 * I changed this slightly so that wc bonuses are better 1322 * I changed this slightly so that wc bonuses are better
1237 * than before. This is to balance out the fact that 1323 * than before. This is to balance out the fact that
1238 * the player no longer gets a personal weapon w/ 1 1324 * the player no longer gets a personal weapon w/ 1
1239 * improvement every level, now its fighterlevel/5. So 1325 * improvement every level, now its fighterlevel/5. So
1240 * we give the player a bonus here in wc and dam 1326 * we give the player a bonus here in wc and dam
1241 * to make up for the change. Note that I left the 1327 * to make up for the change. Note that I left the
1242 * monster bonus the same as before. -b.t. 1328 * monster bonus the same as before. -b.t.
1243 */ 1329 */
1244 1330
1245 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1331 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1332 {
1246 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1333 wc -= wc_obj->level + thaco_bonus[stats.Str];
1334
1247 for(i=1;i<wc_obj->level;i++) { 1335 for (i = 1; i < wc_obj->level; i++)
1336 {
1248 /* addtional wc every 6 levels */ 1337 /* addtional wc every 6 levels */
1249 if(!(i%6)) wc--; 1338 if (!(i % 6))
1339 wc--;
1340
1250 /* addtional dam every 4 levels. */ 1341 /* addtional dam every 4 levels. */
1251 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1342 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1252 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1343 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1253 } 1344 }
1345 }
1254 } else 1346 else
1255 wc-=(op->level+thaco_bonus[op->stats.Str]); 1347 wc -= level + thaco_bonus[stats.Str];
1256 1348
1257 op->stats.dam+=dam_bonus[op->stats.Str]; 1349 stats.dam += dam_bonus[stats.Str];
1258 1350
1259 if(op->stats.dam<1) 1351 if (stats.dam < 1)
1260 op->stats.dam=1; 1352 stats.dam = 1;
1261 1353
1262 op->speed=1.0+speed_bonus[op->stats.Dex]; 1354 speed = 1.f + speed_bonus[stats.Dex];
1355
1263 if (settings.search_items && op->contr->search_str[0]) 1356 if (settings.search_items && contr->search_str[0])
1264 op->speed -= 1; 1357 speed -= 1;
1358
1265 if (op->attacktype==0) 1359 if (attacktype == 0)
1266 op->attacktype=op->arch->clone.attacktype; 1360 attacktype = arch->clone.attacktype;
1267 1361
1268 } /* End if player */ 1362 } /* End if player */
1269 1363
1270 if(added_speed>=0) 1364 if (added_speed >= 0)
1271 op->speed+=added_speed/10.0; 1365 speed += added_speed / 10.f;
1272 else /* Something wrong here...: */ 1366 else /* Something wrong here...: */
1273 op->speed /= (float)(1.0-added_speed); 1367 speed /= 1.f - added_speed;
1274 1368
1275 /* Max is determined by armour */ 1369 /* Max is determined by armour */
1276 if(op->speed>max) 1370 if (speed > max)
1277 op->speed=max; 1371 speed = max;
1278 1372
1279 if(op->type == PLAYER) { 1373 if (type == PLAYER)
1374 {
1280 /* f is a number the represents the number of kg above (positive num) 1375 /* f is a number the represents the number of kg above (positive num)
1281 * or below (negative number) that the player is carrying. If above 1376 * or below (negative number) that the player is carrying. If above
1282 * weight limit, then player suffers a speed reduction based on how 1377 * weight limit, then player suffers a speed reduction based on how
1283 * much above he is, and what is max carry is 1378 * much above he is, and what is max carry is
1284 */ 1379 */
1285 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1380 f = (carrying / 1000) - max_carry[stats.Str];
1381 if (f > 0)
1286 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1382 speed = speed / (1.f + f / max_carry[stats.Str]);
1287 } 1383 }
1288 1384
1289 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1385 speed += bonus_speed / 10.f; /* Not affected by limits */
1290 1386
1291 /* Put a lower limit on speed. Note with this speed, you move once every 1387 /* Put a lower limit on speed. Note with this speed, you move once every
1292 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1388 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1293 */ 1389 */
1294 op->speed = op->speed * speed_reduce_from_disease; 1390 speed = speed * speed_reduce_from_disease;
1295 1391
1296 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1392 if (speed < 0.01f && type == PLAYER)
1393 speed = 0.01f;
1297 1394
1298 if(op->type == PLAYER) { 1395 if (type == PLAYER)
1299 float M,W,s,D,K,S,M2; 1396 {
1300
1301 /* (This formula was made by vidarl@ifi.uio.no) 1397 /* (This formula was made by vidarl@ifi.uio.no)
1302 * Note that we never used these values again - basically 1398 * Note that we never used these values again - basically
1303 * all of these could be subbed into one big equation, but 1399 * all of these could be subbed into one big equation, but
1304 * that would just be a real pain to read. 1400 * that would just be a real pain to read.
1305 */ 1401 */
1306 M=(max_carry[op->stats.Str]-121)/121.0; 1402 float M = (max_carry[stats.Str] - 121) / 121.f;
1307 M2=max_carry[op->stats.Str]/100.0; 1403 float M2 = max_carry[stats.Str] / 100.f;
1308 W=weapon_weight/20000.0; 1404 float W = weapon_weight / 20000.f;
1309 s=2-weapon_speed/10.0; 1405 float s = 2 - weapon_speed / 10.f;
1310 D=(op->stats.Dex-14)/14.0; 1406 float D = (stats.Dex - 14) / 14.f;
1311 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1407 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1312 K*=(4+op->level)/(float)(6+op->level)*1.2; 1408
1313 if(K<=0) K=0.01; 1409 K *= (4 + level) *1.2f / (6 + level);
1314 S=op->speed/(K*s); 1410
1411 if (K <= 0.f)
1412 K = 0.01f;
1413
1414 float S = speed / (K * s);
1415
1315 op->contr->weapon_sp=S; 1416 contr->weapon_sp = S;
1316 } 1417 }
1418
1317 /* I want to limit the power of small monsters with big weapons: */ 1419 /* I want to limit the power of small monsters with big weapons: */
1318 if(op->type!=PLAYER&&op->arch!=NULL&& 1420 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1319 op->stats.dam>op->arch->clone.stats.dam*3)
1320 op->stats.dam=op->arch->clone.stats.dam*3; 1421 stats.dam = arch->clone.stats.dam * 3;
1321 1422
1322 /* Prevent overflows of wc - best you can get is ABS(120) - this 1423 /* Prevent overflows of wc - best you can get is ABS(120) - this
1323 * should be more than enough - remember, AC is also in 8 bits, 1424 * should be more than enough - remember, AC is also in 8 bits,
1324 * so its value is the same. 1425 * so its value is the same.
1325 */ 1426 */
1326 if (wc>120) wc=120; 1427 if (wc > 120)
1327 else if (wc<-120) wc=-120; 1428 wc = 120;
1429 else if (wc < -120)
1430 wc = -120;
1431
1328 op->stats.wc=wc; 1432 stats.wc = wc;
1329 1433
1330 if (ac>120) ac=120; 1434 if (ac > 120)
1331 else if (ac<-120) ac=-120; 1435 ac = 120;
1436 else if (ac < -120)
1437 ac = -120;
1438
1332 op->stats.ac=ac; 1439 stats.ac = ac;
1333 1440
1334 /* if for some reason the creature doesn't have any move type, 1441 /* if for some reason the creature doesn't have any move type,
1335 * give them walking as a default. 1442 * give them walking as a default.
1336 * The second case is a special case - to more closely mimic the 1443 * The second case is a special case - to more closely mimic the
1337 * old behaviour - if your flying, your not walking - just 1444 * old behaviour - if your flying, your not walking - just
1338 * one or the other. 1445 * one or the other.
1339 */ 1446 */
1340 if (op->move_type == 0) op->move_type = MOVE_WALK; 1447 if (move_type == 0)
1448 move_type = MOVE_WALK;
1341 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1449 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1450 move_type &= ~MOVE_WALK;
1342 1451
1343 update_ob_speed(op); 1452 if (speed != old_speed)
1453 set_speed (speed);
1344 1454
1345 /* It is quite possible that a player's spell costing might have changed, 1455 /* It is quite possible that a player's spell costing might have changed,
1346 * so we will check that now. 1456 * so we will check that now.
1347 */ 1457 */
1348 if (op->type == PLAYER) esrv_update_spells(op->contr); 1458 if (type == PLAYER)
1459 {
1460 esrv_update_stats (contr);
1461 esrv_update_spells (contr);
1462 }
1463
1464 // update the mapspace, if we are on a map
1465 if (!flag [FLAG_REMOVED] && map)
1466 map->at (x, y).flags_ = 0;
1349} 1467}
1350 1468
1351/* 1469/*
1352 * Returns true if the given player is a legal class. 1470 * Returns true if the given player is a legal class.
1353 * The function to add and remove class-bonuses to the stats doesn't 1471 * The function to add and remove class-bonuses to the stats doesn't
1354 * check if the stat becomes negative, thus this function 1472 * check if the stat becomes negative, thus this function
1355 * merely checks that all stats are 1 or more, and returns 1473 * merely checks that all stats are 1 or more, and returns
1356 * false otherwise. 1474 * false otherwise.
1357 */ 1475 */
1358 1476int
1359int allowed_class(const object *op) { 1477allowed_class (const object *op)
1360 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1478{
1361 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1479 return op->stats.Dex > 0
1480 && op->stats.Str > 0
1481 && op->stats.Con > 0
1482 && op->stats.Int > 0
1483 && op->stats.Wis > 0
1484 && op->stats.Pow > 0
1362 op->stats.Cha>0; 1485 && op->stats.Cha > 0;
1363} 1486}
1364 1487
1365/* 1488/*
1366 * set the new dragon name after gaining levels or 1489 * set the new dragon name after gaining levels or
1367 * changing ability focus (later this can be extended to 1490 * changing ability focus (later this can be extended to
1370 * Note that the title is written to 'own_title' in the 1493 * Note that the title is written to 'own_title' in the
1371 * player struct. This should be changed to 'ext_title' 1494 * player struct. This should be changed to 'ext_title'
1372 * as soon as clients support this! 1495 * as soon as clients support this!
1373 * Please, anyone, write support for 'ext_title'. 1496 * Please, anyone, write support for 'ext_title'.
1374 */ 1497 */
1498void
1375void set_dragon_name(object *pl, const object *abil, const object *skin) { 1499set_dragon_name (object *pl, const object *abil, const object *skin)
1500{
1376 int atnr=-1; /* attacknumber of highest level */ 1501 int atnr = -1; /* attacknumber of highest level */
1377 int level=0; /* highest level */ 1502 int level = 0; /* highest level */
1378 int i; 1503 int i;
1379 1504
1380 /* Perhaps do something more clever? */ 1505 /* Perhaps do something more clever? */
1381 if (!abil || !skin) return; 1506 if (!abil || !skin)
1382 1507 return;
1508
1383 /* first, look for the highest level */ 1509 /* first, look for the highest level */
1384 for(i=0; i<NROFATTACKS; i++) { 1510 for (i = 0; i < NROFATTACKS; i++)
1385 if (atnr_is_dragon_enabled(i) && 1511 {
1386 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1512 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1513 {
1387 level = abil->resist[i]; 1514 level = abil->resist[i];
1388 atnr = i; 1515 atnr = i;
1389 } 1516 }
1390 } 1517 }
1391 1518
1392 /* now if there are equals at highest level, pick the one with focus, 1519 /* now if there are equals at highest level, pick the one with focus,
1393 or else at random */ 1520 or else at random */
1394 if (atnr_is_dragon_enabled(abil->stats.exp) && 1521 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1395 abil->resist[abil->stats.exp] >= level)
1396 atnr = abil->stats.exp; 1522 atnr = abil->stats.exp;
1397 1523
1398 level = (int)(level/5.); 1524 level = (int) (level / 5.);
1399 1525
1400 /* now set the new title */ 1526 /* now set the new title */
1401 if (pl->contr != NULL) { 1527 if (pl->contr != NULL)
1528 {
1402 if(level == 0) 1529 if (level == 0)
1403 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1530 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1404 else if (level == 1) 1531 else if (level == 1)
1405 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1532 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1406 else if (level == 2) 1533 else if (level == 2)
1407 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1534 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1408 else if (level == 3) 1535 else if (level == 3)
1409 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1536 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1410 else {
1411 /* special titles for extra high resistance! */
1412 if (skin->resist[atnr] > 80)
1413 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1414 else if (skin->resist[atnr] > 50)
1415 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1416 else 1537 else
1538 {
1539 /* special titles for extra high resistance! */
1540 if (skin->resist[atnr] > 80)
1541 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1542 else if (skin->resist[atnr] > 50)
1543 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1544 else
1417 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1545 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1418 } 1546 }
1419 } 1547 }
1420 1548
1421 strcpy(pl->contr->own_title, ""); 1549 strcpy (pl->contr->own_title, "");
1422} 1550}
1423 1551
1424/* 1552/*
1425 * This function is called when a dragon-player gains 1553 * This function is called when a dragon-player gains
1426 * an overall level. Here, the dragon might gain new abilities 1554 * an overall level. Here, the dragon might gain new abilities
1427 * or change the ability-focus. 1555 * or change the ability-focus.
1428 */ 1556 */
1557void
1429void dragon_level_gain(object *who) { 1558dragon_level_gain (object *who)
1559{
1430 object *abil = NULL; /* pointer to dragon ability force*/ 1560 object *abil = NULL; /* pointer to dragon ability force */
1431 object *skin = NULL; /* pointer to dragon skin force*/ 1561 object *skin = NULL; /* pointer to dragon skin force */
1432 object *tmp = NULL; /* tmp. object */ 1562 object *tmp = NULL; /* tmp. object */
1433 char buf[MAX_BUF]; /* tmp. string buffer */ 1563 char buf[MAX_BUF]; /* tmp. string buffer */
1434 1564
1435 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1565 /* now grab the 'dragon_ability'-forces from the player's inventory */
1566 shstr_cmp dragon_ability_force ("dragon_ability_force");
1567 shstr_cmp dragon_skin_force ("dragon_skin_force");
1568
1436 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1569 for (tmp = who->inv; tmp; tmp = tmp->below)
1437 if (tmp->type == FORCE) { 1570 if (tmp->type == FORCE)
1438 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1571 if (tmp->arch->name == dragon_ability_force)
1439 abil = tmp; 1572 abil = tmp;
1440 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1573 else if (tmp->arch->name == dragon_skin_force)
1441 skin = tmp; 1574 skin = tmp;
1442 } 1575
1443 }
1444 /* if the force is missing -> bail out */ 1576 /* if the force is missing -> bail out */
1445 if (abil == NULL) return; 1577 if (abil == NULL)
1446 1578 return;
1579
1447 /* The ability_force keeps track of maximum level ever achieved. 1580 /* The ability_force keeps track of maximum level ever achieved.
1448 * New abilties can only be gained by surpassing this max level 1581 * New abilties can only be gained by surpassing this max level
1449 */ 1582 */
1450 if (who->level > abil->level) { 1583 if (who->level > abil->level)
1584 {
1451 /* increase our focused ability */ 1585 /* increase our focused ability */
1452 abil->resist[abil->stats.exp]++; 1586 abil->resist[abil->stats.exp]++;
1453
1454 1587
1588
1455 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1589 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1590 {
1456 /* time to hand out a new ability-gift */ 1591 /* time to hand out a new ability-gift */
1457 dragon_ability_gain(who, (int)abil->stats.exp, 1592 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1458 (int)((1+abil->resist[abil->stats.exp])/5.));
1459 } 1593 }
1460 1594
1461 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1595 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1596 {
1462 /* apply new ability focus */ 1597 /* apply new ability focus */
1463 sprintf(buf, "Your metabolism now focuses on %s!", 1598 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1464 change_resist_msg[abil->last_eat]);
1465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1599 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1466 1600
1467 abil->stats.exp = abil->last_eat; 1601 abil->stats.exp = abil->last_eat;
1468 abil->last_eat = 0; 1602 abil->last_eat = 0;
1469 } 1603 }
1470 1604
1471 abil->level = who->level; 1605 abil->level = who->level;
1472 } 1606 }
1473 1607
1474 /* last but not least, set the new title for the dragon */ 1608 /* last but not least, set the new title for the dragon */
1475 set_dragon_name(who, abil, skin); 1609 set_dragon_name (who, abil, skin);
1476} 1610}
1477 1611
1478/* Handy function - given the skill name skill_name, we find the skill 1612/* Handy function - given the skill name skill_name, we find the skill
1479 * archetype/object, set appropriate values, and insert it into 1613 * archetype/object, set appropriate values, and insert it into
1480 * the object (op) that is passed. 1614 * the object (op) that is passed.
1481 * We return the skill - this makes it easier for calling functions that 1615 * We return the skill - this makes it easier for calling functions that
1482 * want to do something with it immediately. 1616 * want to do something with it immediately.
1483 */ 1617 */
1618object *
1484object *give_skill_by_name(object *op, const char *skill_name) 1619give_skill_by_name (object *op, const char *skill_name)
1485{ 1620{
1486 object *skill_obj; 1621 object *skill_obj;
1487 1622
1488 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1623 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1489 if (!skill_obj) { 1624 if (!skill_obj)
1625 {
1490 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1626 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1491 return NULL; 1627 return NULL;
1492 } 1628 }
1493 /* clear the flag - exp goes into this bucket, but player 1629 /* clear the flag - exp goes into this bucket, but player
1494 * still doesn't know it. 1630 * still doesn't know it.
1495 */ 1631 */
1496 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1632 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1497 skill_obj->stats.exp = 0; 1633 skill_obj->stats.exp = 0;
1498 skill_obj->level = 1; 1634 skill_obj->level = 1;
1499 insert_ob_in_ob(skill_obj, op); 1635 insert_ob_in_ob (skill_obj, op);
1636
1500 if (op->contr) { 1637 if (op->contr)
1638 {
1501 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1639 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1640 if (op->contr->ns)
1502 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1641 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1503 } 1642 }
1643
1504 return skill_obj; 1644 return skill_obj;
1505} 1645}
1506 1646
1507 1647
1508/* player_lvl_adj() - for the new exp system. we are concerned with 1648/* player_lvl_adj() - for the new exp system. we are concerned with
1509 * whether the player gets more hp, sp and new levels. 1649 * whether the player gets more hp, sp and new levels.
1510 * Note this this function should only be called for players. Monstes 1650 * Note this this function should only be called for players. Monstes
1511 * don't really gain levels 1651 * don't really gain levels
1512 * who is the player, op is what we are checking to gain the level 1652 * who is the player, op is what we are checking to gain the level
1513 * (eg, skill) 1653 * (eg, skill)
1514 */ 1654 */
1655void
1515void player_lvl_adj(object *who, object *op) { 1656player_lvl_adj (object *who, object *op)
1657{
1516 char buf[MAX_BUF]; 1658 char buf[MAX_BUF];
1517 1659
1518 if(!op) /* when rolling stats */ 1660 if (!op) /* when rolling stats */
1519 op = who; 1661 op = who;
1520 1662
1521 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1663 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1664 {
1522 op->level++; 1665 op->level++;
1523 1666
1524 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1667 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1525 dragon_level_gain(who); 1668 dragon_level_gain (who);
1526 1669
1527 /* Only roll these if it is the player (who) that gained the level */ 1670 /* Only roll these if it is the player (who) that gained the level */
1528 if(op==who && (who->level < 11) && who->type==PLAYER) { 1671 if (op == who && (who->level < 11) && who->type == PLAYER)
1672 {
1529 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1673 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1530 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1674 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1531 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1675 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1676 }
1677
1678 who->update_stats ();
1679 if (op->level > 1)
1532 } 1680 {
1533
1534 fix_player(who);
1535 if(op->level>1) {
1536 if (op->type!=PLAYER) 1681 if (op->type != PLAYER)
1537 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1538 else
1539 sprintf(buf,"You are now level %d.",op->level);
1540 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1541 }
1542 player_lvl_adj(who,op); /* To increase more levels */
1543 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1544 op->level--;
1545 fix_player(who);
1546 if(op->type!=PLAYER) {
1547 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name); 1682 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1683 else
1684 sprintf (buf, "You are now level %d.", op->level);
1685 if (who)
1548 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1686 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1687 }
1688 player_lvl_adj (who, op); /* To increase more levels */
1689 }
1690 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1691 {
1692 op->level--;
1693 who->update_stats ();
1694 if (op->type != PLAYER)
1549 } 1695 {
1696 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1697 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1698 }
1550 player_lvl_adj(who,op); /* To decrease more levels */ 1699 player_lvl_adj (who, op); /* To decrease more levels */
1551 } 1700 }
1701
1552 /* check if the spell data has changed */ 1702 /* check if the spell data has changed */
1703 esrv_update_stats (who->contr);
1553 esrv_update_spells(who->contr); 1704 esrv_update_spells (who->contr);
1554} 1705}
1555 1706
1556/* 1707/*
1557 * Returns how much experience is needed for a player to become 1708 * Returns how much experience is needed for a player to become
1558 * the given level. level should really never exceed max_level 1709 * the given level. level should really never exceed max_level
1559 */ 1710 */
1560 1711
1712sint64
1561sint64 level_exp(int level,double expmul) { 1713level_exp (int level, double expmul)
1714{
1562 if (level > settings.max_level) 1715 if (level > settings.max_level)
1563 return (sint64) (expmul * levels[settings.max_level]); 1716 return (sint64) (expmul * levels[settings.max_level]);
1717
1564 return (sint64) (expmul * levels[level]); 1718 return (sint64) (expmul * levels[level]);
1565} 1719}
1566 1720
1567/* 1721/*
1568 * Ensure that the permanent experience requirements in an exp object are met. 1722 * Ensure that the permanent experience requirements in an exp object are met.
1569 * This really just checks 'op to make sure the perm_exp value is within 1723 * This really just checks 'op to make sure the perm_exp value is within
1570 * proper range. Note that the checking of what is passed through 1724 * proper range. Note that the checking of what is passed through
1571 * has been reduced. Since there is now a proper field for perm_exp, 1725 * has been reduced. Since there is now a proper field for perm_exp,
1572 * this can now work on a much larger set of objects. 1726 * this can now work on a much larger set of objects.
1573 */ 1727 */
1728void
1574void calc_perm_exp(object *op) 1729calc_perm_exp (object *op)
1575{ 1730{
1576 int p_exp_min; 1731 int p_exp_min;
1577 1732
1578 /* Ensure that our permanent experience minimum is met. 1733 /* Ensure that our permanent experience minimum is met.
1579 * permenent_exp_ratio is an integer percentage, we divide by 100 1734 * permenent_exp_ratio is an integer percentage, we divide by 100
1580 * to get the fraction */ 1735 * to get the fraction */
1581 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1736 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1582 1737
1583 if (op->perm_exp < p_exp_min) 1738 if (op->perm_exp < p_exp_min)
1584 op->perm_exp = p_exp_min; 1739 op->perm_exp = p_exp_min;
1585 1740
1586 /* Cap permanent experience. */ 1741 /* Cap permanent experience. */
1587 if (op->perm_exp < 0) 1742 if (op->perm_exp < 0)
1588 op->perm_exp = 0; 1743 op->perm_exp = 0;
1589 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1744 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1590 op->perm_exp = MAX_EXPERIENCE; 1745 op->perm_exp = MAX_EXPERIENCE;
1591} 1746}
1592
1593 1747
1594/* Add experience to a player - exp should only be positive. 1748/* Add experience to a player - exp should only be positive.
1595 * Updates permanent exp for the skill we are adding to. 1749 * Updates permanent exp for the skill we are adding to.
1596 * skill_name is the skill to add exp to. Skill name can be 1750 * skill_name is the skill to add exp to. Skill name can be
1597 * NULL, in which case exp increases the players general 1751 * NULL, in which case exp increases the players general
1598 * total, but not any particular skill. 1752 * total, but not any particular skill.
1599 * flag is what to do if the player doesn't have the skill: 1753 * flag is what to do if the player doesn't have the skill:
1600 */ 1754 */
1601 1755static void
1602static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1756add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1603{ 1757{
1604 object *skill_obj = NULL; 1758 object *skill_obj = NULL;
1605 sint64 limit, exp_to_add; 1759 sint64 limit, exp_to_add;
1606 int i; 1760 int i;
1607 1761
1608 /* prevents some forms of abuse. */ 1762 /* prevents some forms of abuse. */
1609 if (op->contr->braced) 1763 if (op->contr->braced)
1610 exp = exp / 5; 1764 exp /= 5;
1611 1765
1612 /* Try to find the matching skill. 1766 /* Try to find the matching skill.
1613 * We do a shortcut/time saving mechanism first - see if it matches 1767 * We do a shortcut/time saving mechanism first - see if it matches
1614 * chosen_skill. This means we don't need to search through 1768 * chosen_skill. This means we don't need to search through
1615 * the players inventory. 1769 * the players inventory.
1616 */ 1770 */
1617 if (skill_name) 1771 if (skill_name)
1618 { 1772 {
1619 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1773 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1620 !strcmp (skill_name, op->chosen_skill->skill))
1621 skill_obj = op->chosen_skill; 1774 skill_obj = op->chosen_skill;
1622 else 1775 else
1623 { 1776 {
1624 for (i = 0; i < NUM_SKILLS; i++) 1777 for (i = 0; i < NUM_SKILLS; i++)
1625 if (op->contr->last_skill_ob[i] &&
1626 !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) 1778 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1627 { 1779 {
1628 skill_obj = op->contr->last_skill_ob[i]; 1780 skill_obj = op->contr->last_skill_ob[i];
1629 break; 1781 break;
1630 } 1782 }
1631 1783
1650 exp_to_add = exp; 1802 exp_to_add = exp;
1651 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1803 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1652 if (exp_to_add > limit) 1804 if (exp_to_add > limit)
1653 exp_to_add = limit; 1805 exp_to_add = limit;
1654 1806
1655 ADD_EXP (op->stats.exp, 1807 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1656 (sint64) ((float) exp_to_add *
1657 (skill_obj ? skill_obj->expmul : 1)));
1658 if (settings.permanent_exp_ratio) 1808 if (settings.permanent_exp_ratio)
1659 { 1809 {
1660 ADD_EXP (op->perm_exp, 1810 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1661 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1662 (skill_obj ? skill_obj->expmul : 1)));
1663 calc_perm_exp (op); 1811 calc_perm_exp (op);
1664 } 1812 }
1665 1813
1666 player_lvl_adj (op, NULL); 1814 player_lvl_adj (op, NULL);
1667 } 1815 }
1674 exp_to_add = limit; 1822 exp_to_add = limit;
1675 1823
1676 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1824 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1677 if (settings.permanent_exp_ratio) 1825 if (settings.permanent_exp_ratio)
1678 { 1826 {
1679 skill_obj->perm_exp +=
1680 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1827 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1681 calc_perm_exp (skill_obj); 1828 calc_perm_exp (skill_obj);
1682 } 1829 }
1683 1830
1684 player_lvl_adj (op, skill_obj); 1831 player_lvl_adj (op, skill_obj);
1685 } 1832 }
1691 * adjustments based on permanent exp and the like. 1838 * adjustments based on permanent exp and the like.
1692 * This function should always be used for losing experience - 1839 * This function should always be used for losing experience -
1693 * the 'exp' value passed should be positive - this is the 1840 * the 'exp' value passed should be positive - this is the
1694 * amount that should get subtract from the player. 1841 * amount that should get subtract from the player.
1695 */ 1842 */
1843sint64
1696sint64 check_exp_loss(const object *op, sint64 exp) 1844check_exp_loss (const object *op, sint64 exp)
1697{ 1845{
1698 sint64 del_exp; 1846 sint64 del_exp;
1699 1847
1700 if (exp > op->stats.exp) exp = op->stats.exp; 1848 if (exp > op->stats.exp)
1849 exp = op->stats.exp;
1701 if (settings.permanent_exp_ratio) { 1850 if (settings.permanent_exp_ratio)
1851 {
1702 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1852 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1703 if (del_exp < 0) del_exp = 0; 1853 if (del_exp < 0)
1854 del_exp = 0;
1704 if (exp > del_exp) exp=del_exp; 1855 if (exp > del_exp)
1856 exp = del_exp;
1705 } 1857 }
1706 return exp; 1858 return exp;
1707} 1859}
1708 1860
1861sint64
1709sint64 check_exp_adjust(const object *op, sint64 exp) 1862check_exp_adjust (const object *op, sint64 exp)
1710{ 1863{
1864 if (exp < 0)
1711 if (exp<0) return check_exp_loss(op, exp); 1865 return check_exp_loss (op, exp);
1866 else
1712 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1867 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1713} 1868}
1714 1869
1715 1870
1716/* Subtracts experience from player. 1871/* Subtracts experience from player.
1717 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1872 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1723 * as much as listed. Eg, if player has gotten reduced to the point 1878 * as much as listed. Eg, if player has gotten reduced to the point
1724 * where everything is at the minimum perm exp, he would lose nothing. 1879 * where everything is at the minimum perm exp, he would lose nothing.
1725 * exp is the amount of exp to subtract - thus, it should be 1880 * exp is the amount of exp to subtract - thus, it should be
1726 * a postive number. 1881 * a postive number.
1727 */ 1882 */
1883static void
1728static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1884subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1729{ 1885{
1730 float fraction = (float) exp/(float) op->stats.exp; 1886 float fraction = (float) exp / (float) op->stats.exp;
1731 object *tmp; 1887 object *tmp;
1732 sint64 del_exp; 1888 sint64 del_exp;
1733 1889
1734 for(tmp=op->inv;tmp;tmp=tmp->below) 1890 for (tmp = op->inv; tmp; tmp = tmp->below)
1735 if(tmp->type==SKILL && tmp->stats.exp) { 1891 if (tmp->type == SKILL && tmp->stats.exp)
1892 {
1736 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1893 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1894 {
1737 del_exp = check_exp_loss(tmp, exp); 1895 del_exp = check_exp_loss (tmp, exp);
1738 tmp->stats.exp -= del_exp; 1896 tmp->stats.exp -= del_exp;
1739 player_lvl_adj(op, tmp); 1897 player_lvl_adj (op, tmp);
1898 }
1740 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1899 else if (flag != SK_SUBTRACT_SKILL_EXP)
1900 {
1741 /* only want to process other skills if we are not trying 1901 /* only want to process other skills if we are not trying
1742 * to match a specific skill. 1902 * to match a specific skill.
1743 */ 1903 */
1744 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1904 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1745 tmp->stats.exp -= del_exp; 1905 tmp->stats.exp -= del_exp;
1746 player_lvl_adj(op, tmp); 1906 player_lvl_adj (op, tmp);
1747 } 1907 }
1748 } 1908 }
1909
1749 if (flag != SK_SUBTRACT_SKILL_EXP) { 1910 if (flag != SK_SUBTRACT_SKILL_EXP)
1911 {
1750 del_exp = check_exp_loss(op, exp); 1912 del_exp = check_exp_loss (op, exp);
1751 op->stats.exp -= del_exp; 1913 op->stats.exp -= del_exp;
1752 player_lvl_adj(op,NULL); 1914 player_lvl_adj (op, NULL);
1753 } 1915 }
1754} 1916}
1755
1756
1757 1917
1758/* change_exp() - changes experience to a player/monster. This 1918/* change_exp() - changes experience to a player/monster. This
1759 * does bounds checking to make sure we don't overflow the max exp. 1919 * does bounds checking to make sure we don't overflow the max exp.
1760 * 1920 *
1761 * The exp passed is typically not modified much by this function - 1921 * The exp passed is typically not modified much by this function -
1762 * it is assumed the caller has modified the exp as needed. 1922 * it is assumed the caller has modified the exp as needed.
1763 * skill_name is the skill that should get the exp added. 1923 * skill_name is the skill that should get the exp added.
1764 * flag is what to do if player doesn't have the skill. 1924 * flag is what to do if player doesn't have the skill.
1765 * these last two values are only used for players. 1925 * these last two values are only used for players.
1766 */ 1926 */
1767 1927void
1768void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1928change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1769 1929{
1770#ifdef EXP_DEBUG 1930#ifdef EXP_DEBUG
1771#ifndef WIN32
1772 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1773#else
1774 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1931 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1775#endif 1932#endif
1776#endif
1777 1933
1778 /* safety */ 1934 /* safety */
1779 if(!op) { 1935 if (!op)
1936 {
1780 LOG(llevError,"change_exp() called for null object!\n"); 1937 LOG (llevError, "change_exp() called for null object!\n");
1781 return; 1938 return;
1782 } 1939 }
1783 1940
1784 /* if no change in exp, just return - most of the below code 1941 /* if no change in exp, just return - most of the below code
1785 * won't do anything if the value is 0 anyways. 1942 * won't do anything if the value is 0 anyways.
1786 */ 1943 */
1787 if (exp == 0) return; 1944 if (exp == 0)
1945 return;
1788 1946
1789 /* Monsters are easy - we just adjust their exp - we 1947 /* Monsters are easy - we just adjust their exp - we
1790 * don't adjust level, since in most cases it is unrelated to 1948 * don't adjust level, since in most cases it is unrelated to
1791 * the exp they have - the monsters exp represents what its 1949 * the exp they have - the monsters exp represents what its
1792 * worth. 1950 * worth.
1793 */ 1951 */
1794 if(op->type != PLAYER) { 1952 if (op->type != PLAYER)
1953 {
1795 /* Sanity check */ 1954 /* Sanity check */
1796 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1955 if (!QUERY_FLAG (op, FLAG_ALIVE))
1956 return;
1797 1957
1798 /* reset exp to max allowed value. We subtract from 1958 /* reset exp to max allowed value. We subtract from
1799 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1959 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1800 * more than max exp, just return. 1960 * more than max exp, just return.
1961 */
1962 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1963 {
1964 exp = MAX_EXPERIENCE - op->stats.exp;
1965 if (exp < 0)
1966 return;
1967 }
1968
1969 op->stats.exp += exp;
1970 }
1971 else
1972 { /* Players only */
1973 if (exp > 0)
1974 add_player_exp (op, exp, skill_name, flag);
1975 else
1976 /* note that when you lose exp, it doesn't go against
1977 * a particular skill, so we don't need to pass that
1978 * along.
1801 */ 1979 */
1802 if (exp > 0 && ( op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) {
1803 exp = MAX_EXPERIENCE - op->stats.exp;
1804 if (exp < 0) return;
1805 }
1806
1807 op->stats.exp += exp;
1808 }
1809 else { /* Players only */
1810 if(exp>0)
1811 add_player_exp(op, exp, skill_name, flag);
1812 else
1813 /* note that when you lose exp, it doesn't go against
1814 * a particular skill, so we don't need to pass that
1815 * along.
1816 */
1817 subtract_player_exp(op, FABS(exp), skill_name, flag); 1980 subtract_player_exp (op, abs (exp), skill_name, flag);
1818
1819 } 1981 }
1820} 1982}
1821 1983
1822/* Applies a death penalty experience, the size of this is defined by the 1984/* Applies a death penalty experience, the size of this is defined by the
1823 * settings death_penalty_percentage and death_penalty_levels, and by the 1985 * settings death_penalty_percentage and death_penalty_levels, and by the
1824 * amount of permenent experience, whichever gives the lowest loss. 1986 * amount of permenent experience, whichever gives the lowest loss.
1825 */ 1987 */
1826 1988void
1827void apply_death_exp_penalty(object *op) { 1989apply_death_exp_penalty (object *op)
1990{
1828 object *tmp; 1991 object *tmp;
1829 sint64 loss; 1992 sint64 loss;
1830 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1993 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1831 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1994 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1832 1995
1833 for(tmp=op->inv;tmp;tmp=tmp->below) 1996 for (tmp = op->inv; tmp; tmp = tmp->below)
1834 if(tmp->type==SKILL && tmp->stats.exp) { 1997 if (tmp->type == SKILL && tmp->stats.exp)
1998 {
1835 1999
1836 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 2000 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1837 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 2001 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1838 2002
1839 /* With the revised exp system, you can get cases where 2003 /* With the revised exp system, you can get cases where
1840 * losing several levels would still require that you have more 2004 * losing several levels would still require that you have more
1841 * exp than you currently have - this is true if the levels 2005 * exp than you currently have - this is true if the levels
1842 * tables is a lot harder. 2006 * tables is a lot harder.
1843 */ 2007 */
1844 if (level_loss < 0) level_loss = 0; 2008 if (level_loss < 0)
2009 level_loss = 0;
1845 2010
1846 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 2011 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1847 2012
1848 tmp->stats.exp -= loss; 2013 tmp->stats.exp -= loss;
1849 player_lvl_adj(op,tmp); 2014 player_lvl_adj (op, tmp);
1850 } 2015 }
1851 2016
1852 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 2017 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1853 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 2018 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1854 if (level_loss < 0) level_loss = 0; 2019 if (level_loss < 0)
2020 level_loss = 0;
1855 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 2021 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1856 2022
1857 op->stats.exp -= loss; 2023 op->stats.exp -= loss;
1858 player_lvl_adj(op,NULL); 2024 player_lvl_adj (op, NULL);
1859} 2025}
1860 2026
1861/* This function takes an object (monster/player, op), and 2027/* This function takes an object (monster/player, op), and
1862 * determines if it makes a basic save throw by looking at the 2028 * determines if it makes a basic save throw by looking at the
1863 * save_throw table. level is the effective level to make 2029 * save_throw table. level is the effective level to make
1864 * the save at, and bonus is any plus/bonus (typically based on 2030 * the save at, and bonus is any plus/bonus (typically based on
1865 * resistance to particular attacktype. 2031 * resistance to particular attacktype.
1866 * Returns 1 if op makes his save, 0 if he failed 2032 * Returns 1 if op makes his save, 0 if he failed
1867 */ 2033 */
2034int
1868int did_make_save(const object *op, int level, int bonus) 2035did_make_save (const object *op, int level, int bonus)
1869{ 2036{
1870 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2037 if (level > MAX_SAVE_LEVEL)
2038 level = MAX_SAVE_LEVEL;
1871 2039
1872 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2040 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1873 return 0;
1874 return 1; 2041 return 0;
2042
2043 return 1;
1875} 2044}
1876

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines